2 pieces: Your spirit generators have 25% increased attack speed and a 100% critical hit chance. 4 pieces: Dashing Strike increases your movement speed and damage reduction by 90% for 15 seconds. 6 pieces: Each hit made by spirit generators against an enemy increases the damage nearby enemies take from your spirit generators by 10%. After 50 stacks, this bonus is reduced to 0.5%.
Flying Dragon
Legendary Daibo
When reaching maximum spirit, spirit generators attacks 75% faster.
(Monk only) [50 - 100]%
Explainer
Fantasy: Thousand Storms empowering Hundred Fists Best attributes: Area damage, critical damage, attack speed Gameplay: 2 Attacks:
If 10- enemies: Hands of Lightning 10 hits (Rift Guardian)
If 10+ enemies: Tsunami 10+ hits (density)
Flying Dragon: Hundred Fists = 94 spirit per second = 100% uptime on Shenlongās Spirit Shenlongās Spirit 2 pieces: Stronger spirit generators (based on maximum Spirit)
Thousand Storms 2 pieces: Spirit generators are faster and always crit Thousand Storms 4 pieces: Dashing = +90% move speed / damage reduction Thousand Storms 6 pieces: Hits by a spirit generator makes them stronger. After 10 hits, your spirit generators will be (1 + 10%) ^ 10 hits = 2.59 times stronger
I disagree with EVERY aspect of your proposed redesign, and Raiment set is my LEAST favorite Monk set. Forcing a six piece set to work with one skill instead of the current 5 potential skills (4 Generator skills and Dashing Strike) just pigeonholes the set into one direction.
2 pieces:Your maximum life is increased by 400% and your life is limited to 24% of your maximum life. 4 pieces:Dashing Strike increases your movement speed and damage reduction by 90% for 15 seconds. 6 pieces: Each hit made by spirit generators against an enemy increases the damage nearby enemies take from your spirit generators by 10%. After 50 stacks, this bonus is reduced to 0.5%.
Flying Dragon
When reaching maximum spirit, spirit generators attacks 75% faster.
(Monk only) [50 - 100]%
Modifications:
The 2 pieces resets life to 100% while granting Shi Mizuās Haori 100% uptime
The 4 pieces requires players to use Dashing Strike
The 6 pieces and Flying Dragon require players to use spirit generators
Player is now required to adapt its strategy to maximize damage.
2 Attacks:
If 10- enemies: Hands of Lightning 10 hits (Rift Guardian)
If 10+ enemies: Tsunami 10+ hits (density)
I also added in the main post a damage bonus sheet for the 6 pieces.
The 4K Poster now has a graph showing how this bonus evolve over time.
ā
Thanks for your constructive comments.
More suggestions ?
I love the āideaā of Raiment but playing on console, itās waaaaay too wonky. Dashing Strike shooting you way out of the pack you were fighting, etc. The ā6 secondā buff should be 10-15 seconds or do something like you have here.
I donāt know if it was an issue to begin with, just a question. The 2 piece bonus was only useful if you used the Shi Mizuās Haori chest piece, right?
All I was saying was that if you wear the Shi Mizuās Haori, then you can only use 5 of the other pieces. Maybe if they added another piece to the set it would make sense? Otherwise, you are required to use RoRG to get the benefits. I know you could cube the chest, but that was where I was headed: Any other set require a specific piece to be cubed or worn that is not in the set?
But 20% is something you can get from Asheara 3 pieces, which is a minor set, so maybe it is not enough, especially for a melee set ?
Thatās why I proposed more max Life.
24% x 400% increased = 24% x 5.25 = 126%.
Which gives +26% of life instead of 20%.
Yes
If you drop a set piece, yes.
Yes, but you still need Ring of Royal Grandeur to equip Depth Diggers pants.
Nope but you are not required to use Shi Mizuās Haori as the 2 pieces bonus already gives you life, and the 6 pieces gives you ever increasing damage.
Shi Mizuās Haori is simply an optimization, but on the long run is not required as you will do tremendous damage even without Shi Mizuās Haori.
You should play more monk, especially raimen gen mk to grap itās mechanics better instead of imagining things which completely irrelevant with its play style.
Whereās the down vote button these days? And can suggestion be made for a class have a 3000+ minimum class hrs first?
Shi Mizu is an interesting concept but appalling item to use. That red effect when life is low is annoying enough already. Seeing it for the entire rift/GR is just bad.
I can also see the 2pc being abused with Innasā¦ 100% crit uptime glass cannon build.
This just sounds so wonky. Simplifying the 2p to āyour generators have 100% crit chanceā and getting rid of the whole HP thing makes it a bit more palatable, but itās still a weird build.
Raiment was wonky, especially for console players. PC players can dash a very short distance to maintain the increase to primary damage. When I dash on console, I get shot several yards outside the pack I was fighting.
If youāre referring to Raiment + Shenlongs, I think the gameplay is good, the truth is that 99% of players complain about this build but donāt know how to control it. The real problem is the lack of CC immunity and low toughness. Blizz should come up with a way to introduce full time Epiphany AND additional damage reduction so we donāt rely on Unity anymore.
I think youāve taken my glass cannon comment out of context. I was referring an Inna6/Raiment2 buildā¦ it would have to drop off most of the damage reduction items and thus would be glass cannon.
Iām not sure this is a good implementation of DR for the set. Crystal Fist already attempted the whole gain DR after dashing thing and players just donāt like it.
My thoughts too. Itās already bad enough that Monkās donāt have a dedicated DR ring. Iām thinking the following to make the set less clunky.
2pc: Spirit Generators have 40% increased attack speed and 400% increased damage
4pc: Dashing Strike no longer has charges but costs 75 spirit. Gain permanent Epiphany with the effect of all runes. All of Epiphanyās effects are increased by 60%.
6pc: The weapon damage of Dashing Strike is increased to X00,000%. The damage of Spirit Generators is increased by X0,000%.
And add in a new belt: āGain a permanent Inner Sanctuary that follows you.ā
That, however, requires you to equip a particular weapon to get it to work. This is just a set bonus. And would probably make Crystal Fist more appealing for Hardcore players too.
While I do think buffing the Epiphany effects that much would be OPā¦ take my money!
I do not want my increase to primary skills tied to using Dashing Strike anymore. Iād be fine if they add Cyclone Strike to itā¦
Thatās a fair point, though, I just think linking the mobility skill to maintaining damage reduction is clunky. Mobility skills are meant to be there to get us out of a bad situation or to move between points faster. Requiring us to manage the mobility skillās availability to maintain the DR isnāt fun especially when theyāre trying to make it a damage dealer too.
Also ties to an idea I didnāt add in previouslyā¦
Originally I thought the Epiphany effects would be OP too but I think Monks, due to lack of a DR ring, really need a bigger boost in DR from the sets. That Inner Sanctuary belt I previously mention, Iām sure some players would forgo it for greater damage from witching hour so the Epiphany boost is to keep it playable.
I also had another idea to add a Lord Greenstones styled buff to the 6pc for Dashing Strikeā¦ so the skill gains stacks that increases its damage. So, for trash mobs you probably wonāt bother standing still and gaining stacks, but for Elites and Bosses, it would pay off to not use DS for as long as possible to get a bigger hit in.
The set caps life at 24 percent so that while wearing the set you are always nearly dead and makes use of that Shi-Mizu item which gives huge bonus while under 25 percent life. I personally would never use it as I hate that red aura and it would be constant the whole time you are playing.